Pathfinding uses the A* algorithm, which never ceases to amaze me. It tends to work right out the box. It is easily configured to work for hexagons because it only needs a heuristic distance function and knowledge of a cell's n-number of neighbors. Cells can be rejected early if occupied by a character or prop. Easy.
My previous two projects, Paladin vs Demons and Goat Mechanic each for iOS have been submitted to Apple a third time. There were mistakes in the in-app purchases.
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